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ShiningPlagueShiningPlague/shiningplague-studio/skills/create-architecture/SKILL.md

create-architecture

Skill0 starsChanged 4 months agoMITView on GitHub

Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version. ShiningPlague-adopted: canonical project paths throughout (ADRs at docs/adr/, master GDD at {{GDD_PATH}}, editable game data under data/).

12 other projects use a version of this, 8 of them edited.

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  • lilangMaxSkill

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    Also in 9 projects that use this

  • lilangMaxSkill

    team-live-ops

    Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

    Also in 9 projects that use this

  • +2 more from lilangMax

The file

Show its rules and text

We split this skill into the rules it gives an agent

18 rules. 0 are common, 7 are distinctive, and 11 are very specific to this project.

  • 0

    Common

    Most of the 12 edited versions we read keep these.

  • 7

    Distinctive

    This author's own choices. Worth a look.

  • 11

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    If --review [full|lean|solo] was passed → use that

    line 29
  2. Distinctive:

    If no per-system GDDs exist yet, the master GDD is the only design source

    line 62
  3. Very specific:

    Read the engine reference library completely, if the project has one.

    line 73
  4. Very specific:

    All files in docs/engine-reference/<engine>/modules/ → current API patterns per domain

    line 82
  5. Very specific:

    If no engine is configured at all (no .claude/docs/technical-preferences.md engine field), stop -- that is a real gate, not a missing …

    line 84
  6. Distinctive:

    Read all approved design documents:

    line 90
  7. Very specific:

    Read all files in docs/adr/ to understand what has been decided.

    line 118
  8. Distinctive:

    Ask: "This inventory identifies [N] systems in HIGH RISK engine domains.

    line 141
  9. Distinctive:

    Use ASCII sequence diagrams.

    line 203
  10. Distinctive:

    Write in GDScript or pseudocode.

    line 219
  11. Very specific:

    Engine awareness check: If any interface uses engine-specific types (Node, Resource, Signal), flag the version and verify the type …

    line 221
  12. Distinctive:

    Review mode check: before LP-FEASIBILITY:

    line 317
  13. Very specific:

    Use AskUserQuestion: "Technical Director and Lead Programmer have reviewed the architecture.

    line 328
  14. Very specific:

    Update session state: Write summary to production/session-state/active.md

    line 344
  15. Distinctive:

    Never make a binding architectural decision without user input.

    line 356
  16. Very specific:

    Run /architecture-decision [title] for each required ADR — Foundation first

    line 362
  17. Very specific:

    Run /create-control-manifest once required ADRs are written

    line 363
  18. Very specific:

    Run /gate-check pre-production when all required ADRs written and architecture signed off

    line 364

“Common” is measured: kept by at least 6 in 10 of the 12 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Create Architecture

🌱 ShiningPlague-adopted. Originally Donchitos; battle-tested on a shipped Godot project. Upstream procedure preserved + project path corrections throughout.

This skill produces docs/architecture/architecture.md — the master architecture document that translates all approved GDDs into a concrete technical blueprint. It sits between design and implementation, and must exist before sprint planning begins.

Distinct from /architecture-decision: ADRs record individual point decisions. This skill creates the whole-system blueprint that gives ADRs their context.

Resolve the review mode (once, store for all gate spawns this run):

  1. If --review [full|lean|solo] was passed → use that
  2. Else read production/review-mode.txt → use that value
  3. Else → default to lean

See .claude/docs/director-gates.md for the full check pattern.

Argument modes:

  • No argument / full: Full guided walkthrough — all sections, start to finish
  • layers: Focus on the system layer diagram only
  • data-flow: Focus on data flow between modules only
  • api-boundaries: Focus on API boundary definitions only
  • adr-audit: Audit existing ADRs for engine compatibility gaps only

If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.

Project Paths

WhatCanonical path
Game conceptdocs/gdd/game-concept.md
Systems indexdocs/gdd/systems-index.md (auto-generated from the registry)
Per-system GDDsdocs/gdd/*.md (when split) + {{GDD_PATH}} (master, e.g. docs/GDD.md)
ADRsdocs/adr/NNN-*.md
Editable game datadata/
Architecture outputdocs/architecture/architecture.md
TR registrydocs/architecture/tr-registry.yaml
Control manifestdocs/architecture/control-manifest.md

Project Context

  • Master GDD: {{GDD_PATH}} (may be monolithic before any per-system split)
  • If no per-system GDDs exist yet, the master GDD is the only design source
  • Existing ADRs at docs/adr/
  • Engine reference: docs/engine-reference/<engine>/VERSION.md
  • Technical preferences: .claude/docs/technical-preferences.md

Phase 0: Load All Context

0a. Engine Context (Critical)

Read the engine reference library completely, if the project has one. It is project-owned and optional -- /setup-engine step 2 creates it. If it is absent, say so in one line, note in the architecture doc that engine claims are unverified against a pinned version, and continue:

  1. docs/engine-reference/<engine>/VERSION.md → engine name, version, LLM cutoff, post-cutoff risk levels
  2. docs/engine-reference/<engine>/breaking-changes.md → HIGH and MEDIUM risk changes
  3. docs/engine-reference/<engine>/deprecated-apis.md → APIs to avoid
  4. docs/engine-reference/<engine>/current-best-practices.md → post-cutoff best practices
  5. All files in docs/engine-reference/<engine>/modules/ → current API patterns per domain

If no engine is configured at all (no .claude/docs/technical-preferences.md engine field), stop -- that is a real gate, not a missing optional file:

"No engine is configured. Run /setup-engine first."

0b. Design Context + Technical Requirements Extraction

Read all approved design documents:

  1. docs/gdd/game-concept.md — game pillars, genre, core loop
  2. docs/gdd/systems-index.md — all systems, dependencies, priority tiers
  3. .claude/docs/technical-preferences.md
  4. Every per-system GDD in docs/gdd/ (when split) + master GDD {{GDD_PATH}}

For each, extract technical requirements:

  • Data structures implied by game rules
  • Performance constraints
  • Engine capabilities required
  • Cross-system communication patterns
  • State that must persist (save/load implications)
  • Threading or timing requirements

Build a Technical Requirements Baseline:

## Technical Requirements Baseline
Extracted from [N] GDDs | [X] total requirements

| Req ID | GDD | System | Requirement | Domain |
|--------|-----|--------|-------------|--------|
| TR-combat-001 | combat.md | Combat | Hitbox detection per-frame | Physics |

0c. Existing Architecture Decisions

Read all files in docs/adr/ to understand what has been decided. List ADRs found and domains.

0d. Generate Knowledge Gap Inventory

## Engine Knowledge Gap Inventory
Engine: Godot 4.6.1
LLM Training Covers: up to approximately [version]
Post-Cutoff Versions: [list]

### HIGH RISK Domains (must verify against engine reference)
- [Domain]: [Key changes]

### MEDIUM RISK Domains (verify key APIs)
- [Domain]: [Key changes]

### LOW RISK Domains (in training data, likely reliable)
- [Domain]: [no significant post-cutoff changes]

### Systems from GDD that touch HIGH/MEDIUM risk domains:
- [system name] → [domain] → [risk level]

Ask: "This inventory identifies [N] systems in HIGH RISK engine domains. Shall I continue building the architecture with these warnings flagged throughout?"


Phase 1: System Layer Mapping

Map every system from systems-index.md into an architecture layer:

┌─────────────────────────────────────────────┐
│  PRESENTATION LAYER                         │  ← UI, HUD, menus, VFX, audio
├─────────────────────────────────────────────┤
│  FEATURE LAYER                              │  ← gameplay systems, AI, quests
├─────────────────────────────────────────────┤
│  CORE LAYER                                 │  ← physics, input, combat, movement
├─────────────────────────────────────────────┤
│  FOUNDATION LAYER                           │  ← engine integration, save/load,
│                                             │    scene management, event bus
├─────────────────────────────────────────────┤
│  PLATFORM LAYER                             │  ← OS, hardware, engine API surface
└─────────────────────────────────────────────┘

For each GDD system:

  • Which layer does it belong to?
  • What are its module boundaries?
  • What does it own exclusively?

Present the proposed layer assignment, ask for approval, write to skeleton file immediately.

Engine awareness check: For each Core/Foundation system, flag if it touches HIGH or MEDIUM risk engine domain. Show relevant engine reference excerpt inline.


Phase 2: Module Ownership Map

For each module defined in Phase 1:

  • Owns: data and state this module is solely responsible for
  • Exposes: what other modules may read or call
  • Consumes: what it reads from other modules
  • Engine APIs used: specific engine classes/nodes/signals (with version + risk noted)

Format as table per layer + ASCII dependency diagram.

Engine awareness check: For every engine API listed, verify against the relevant module reference doc. Flag post-cutoff APIs:

⚠️  [ClassName.method()] — Godot 4.6 (post-cutoff, HIGH risk)
    Verified against: docs/engine-reference/godot/modules/[domain].md
    Behaviour confirmed: [yes / NEEDS VERIFICATION]

Phase 3: Data Flow

Define how data moves between modules. Cover at minimum:

  1. Frame update path: Input → Core systems → State → Rendering
  2. Event/signal path: How systems communicate without tight coupling
  3. Save/load path: What state is serialised, which module owns serialisation
  4. Initialisation order: Which modules must boot before others

Use ASCII sequence diagrams. For each data flow:

  • Name the data being transferred
  • Identify the producer and consumer
  • State sync call / signal / shared state
  • Flag flows crossing thread boundaries

Phase 4: API Boundaries

For each boundary:

  • What interface does a module expose?
  • What are the entry points (functions/signals/properties)?
  • What invariants must callers respect?
  • What must the module guarantee?

Write in GDScript or pseudocode. These become contracts programmers implement against.

Engine awareness check: If any interface uses engine-specific types (Node, Resource, Signal), flag the version and verify the type exists/signature unchanged.


Phase 5: ADR Audit + Traceability Check

Review all existing ADRs from Phase 0c against both the architecture built in Phases 1-4 AND the Technical Requirements Baseline from Phase 0b.

ADR Quality Check

For each ADR:

  • Has Engine Compatibility section?
  • Engine version recorded?
  • Post-cutoff APIs flagged?
  • "GDD Requirements Addressed" section?
  • Conflicts with layer/ownership decisions?
  • Still valid for pinned engine version?

Traceability Coverage Check

Map every requirement from the baseline to existing ADRs:

Req IDRequirementADR CoverageStatus
TR-combat-001Hitbox detection per-frameADR-001✅
TR-combat-002Combo state machine—❌ GAP

Required New ADRs

List decisions from this session AND uncovered Technical Requirements. Group by layer — Foundation first.


Phase 6: Missing ADR List

Group by priority:

Must have before coding starts (Foundation & Core):

  • [e.g. "Scene management and scene loading strategy"]

Should have before the relevant system is built:

  • [e.g. "Inventory serialisation format"]

Can defer to implementation:

  • [e.g. "Specific shader technique for water"]

Phase 7: Write the Master Architecture Document

Once all sections approved, write to docs/architecture/architecture.md:

# {{PROJECT_NAME}} — Master Architecture

## Document Status
- Version: [N]
- Last Updated: [date]
- Engine: Godot 4.6.1
- GDDs Covered: [list]
- ADRs Referenced: [list]

## Engine Knowledge Gap Summary
[From Phase 0d]

## System Layer Map
[From Phase 1]

## Module Ownership
[From Phase 2]

## Data Flow
[From Phase 3]

## API Boundaries
[From Phase 4]

## ADR Audit
[From Phase 5]

## Required ADRs
[From Phase 6]

## Architecture Principles
[3-5 key principles derived from game concept + GDDs + technical preferences]

## Open Questions
[Decisions deferred — must be resolved before relevant layer is built]

Phase 7b: Technical Director Sign-Off + Lead Programmer Feasibility Review

Step 1 — TD self-review: Apply gate TD-ARCHITECTURE (.claude/docs/director-gates.md) as self-review.

Review mode check before LP-FEASIBILITY:

  • solo → skip. "LP-FEASIBILITY skipped — Solo mode." Proceed to Phase 8.
  • lean → skip. "LP-FEASIBILITY skipped — Lean mode." Proceed to Phase 8.
  • full → spawn as normal.

Step 2 — Spawn lead-programmer via Task using gate LP-FEASIBILITY.

Pass: architecture document path, technical requirements baseline summary, ADR list.

Step 3 — Present both assessments:

Use AskUserQuestion: "Technical Director and Lead Programmer have reviewed the architecture. How would you like to proceed?" Options: Accept — proceed to handoff / Revise flagged items first / Discuss specific concerns

Step 4 — Record sign-off:

- Technical Director Sign-Off: [date] — APPROVED / APPROVED WITH CONDITIONS
- Lead Programmer Feasibility: FEASIBLE / CONCERNS ACCEPTED / REVISED

Phase 8: Handoff

  1. Run these ADRs next: top 3 from Phase 6, prioritised
  2. Gate check: "Run /gate-check pre-production when all required ADRs are also written."
  3. Update session state: Write summary to production/session-state/active.md

Collaborative Protocol

  1. Load context silently — don't narrate file reads
  2. Present findings — show knowledge gap inventory and layer proposals
  3. Ask before deciding — present options for each architectural choice
  4. Get approval before writing — each section written only after user approves
  5. Incremental writing — write each approved section immediately; survives session crashes

Never make a binding architectural decision without user input. If unsure, present 2-4 options with pros/cons.


Recommended Next Steps

  • Run /architecture-decision [title] for each required ADR — Foundation first
  • Run /create-control-manifest once required ADRs are written
  • Run /gate-check pre-production when all required ADRs written and architecture signed off

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